I was so excited that I, too, completely missed the “Windows only” note until after a bit of head scratching. I’m on Linux, so here’s hoping that if I hold my breath, JavaFX 3D arrives before I turn blue. 😉

Different teams work on the graphics and UI controls, so they are working to different schedules and have different features that they focus on. My team (UI Controls) is working hard on our area, and always welcome bug reports in the JavaFX Jira tracker at http://javafx-jira.kenai.com.

I have sadly not. We only use CentOS or Fedora in our environment and OpenJFX aint available for that platform yet. However I suspect it will be as soon as they release enough of JavaFX to have something compile and run on top of OpenJDK.

Looks nice, but too limiting already. It’d be better if we had access to OpenGL directly.

You will quickly run into limitations by wrapping OpenGL/DirectX into yet another scenegraph API. Expose low level API first please. Lots of third-party scenegraphs exist already for those who need more simplicity. You could even sponsor one of them as “semi-official”, like Adobe did with Away3D.

I have an app that uses JOGL, but I can’t port it to JavaFX if it doesn’t support OpenGL, which is a real pity since JavaFX has lots of strong points (CSS GUI skinning!)

Why not work with the JOGL team to expose OpenGL to JavaFX officially ?

I really hope that this is not the main approach to 3D support in JavaFX. OpenGL ES 2.0 is supported on basically all platforms now. The security issues are solvable, it’s already enabled by default in Firefox and Chrome! Having a basic API like Apple’s SceneKit for beginners is fine, but like SceneKit that is 1% of use cases vs 99% of use cases.